25 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Fable 5 cffe760d36 feat(client): T-1132 standalone Atlas companion shell + make atlas (D-254 SS3)
New atlas_standalone scene/script: attach-or-spawn boot (one REAL
connect_to_sim attempt at SR_PORT-or-9876 — a separate throwaway TCP
probe was proven by live run to kill a pre-accept-loop server via
broken handshake pipe; never abandon a connected socket), else spawn
--port 0 via new ServerProcess.start_with_pipe + LISTENING:{port}
stdout parse, retry against the resolved port. Reader role wired end
to end: protocol.encode_startup_message optional role param (empty
omits the wire key — byte-identical for all existing callers),
sim_bridge.connection_role suppresses the post-handshake
RequestAllSettings auto-send, hud_groups skips AutoPause/AutoResume
sends for readers (all three would otherwise burn Reader violation
strikes per the T-1130 matrix — endorsed by Oscar).

Generic implant host per D-254 SS3: the shell instantiates ALL
registered implant apps; implant_app_manifest gains
available_in_companion (opt-out, default true) and
implant_registry.instantiate_all a standalone filter param (default
preserves hud.gd behavior byte-identically). Boot order is
instantiate_all THEN open_app (reverse renders a permanently black
window — app_changed fires with no listener; matches hud.gd's order).
Owned-server lifecycle: _exit_tree stops a spawned child, attached
servers survive companion close. Known engine limitation documented:
raw SIGTERM bypasses all Godot notifications and orphans a spawned
server; WM close paths verified clean.

Live-verified: spawn-mode (301 systems rendered from systems.db over
the wire), attach-mode, two simultaneous readers, clean shutdown with
zero orphan processes. 14 new gdUnit tests (port/LISTENING parsing).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 09:09:09 +02:00
jpmschweitzerandClaude Fable 5 a7801a942a feat(client): 3D locomotion sandbox — character walks the live Gauntlet (T-1088)
New SR_LIVE sandbox scene: CharacterVisual composited in a 3D greybox world
derived from server snapshots. Per-leg constant-velocity interpolation keyed
to the stance throttle, 'server feet / client eyes' facing (wire octant while
moving, client aim octant idle), cadence-synced gait state machine on
AnimationPlayer custom blends, D-148 orthographic follow camera (-30deg
default, T-cycle presets), sim-space grid shader, camera-side wall cutaway,
accumulating never-evict tile store with four-state visibility tint.

Additive seams only: InputMapper.facing_angle_provider (2D path unchanged),
CharacterVisual.play_animation blend_time param + get_animation_player().
Visual harness gains per-scenario scene field + SR_AUTOPILOT input scripting.
210 new gdUnit assertions across five suites; verified live (230/230 total,
clean smoke, screenshot at .cache/screenshots/locomotion_idle_live.png).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:23:16 +02:00
jpmschweitzerandClaude Opus 4.6 f24d08f756 refactor(ui): migrate 6 meta screens to MetaScreen pattern (Workstream 2)
Relocates main_menu, character_creation, settings_dialog, debug_console,
bug_report_dialog, loading_screen from flat client/ui/ into structured
client/ui/meta/screens/<name>/. All six now extend MetaScreen instead
of Control; the base handles open/close lifecycle, visibility,
captures_input, and — for overlays — the sim-pause contract.

Screen policies set per Tyre's proposal:
- settings_dialog: pauses_sim=false, PUSHES onto MetaStack
- debug_console: pauses_sim=true, PUSHES (D-088 routing via base)
- bug_report_dialog: pauses_sim=true, PUSHES
- loading_screen: closable_by_escape=false, PUSHES
- main_menu, character_creation: scene-roots, extend MetaScreen for
  the lifecycle contract only, do NOT push onto the stack

character_creation stays at its current surface (tabs, descriptor,
creation_confirmed signal unchanged). Tab consolidation and
CharacterProfile migration happen in Workstreams 5 and 6.

Knock-on changes:
- main.tscn ModalLayer CanvasLayer renamed to MetaLayer; main.gd
  @onready refs updated; constants.gd comment updated; test_client_p3
  and test_ui_framework_sprint15 assertions updated; test_monologue_display
  and .tscn header comments updated.
- OPEN_MENU handler now pushes settings_dialog onto MetaStack before
  calling open(). Full ESC priority chain lands in Workstream 4.
- atlas_app.gd: _unhandled_key_input signature widened from
  InputEventKey to InputEvent with an is-check, per Godot 4 API. Pre-
  existing narrowing was silently tolerated until main.tscn started
  fully instantiating under the new pattern.
- test_client_p3: entity_renderer type annotations corrected from
  ColorRect to Sprite2D (stale since a prior refactor); facing
  indicator rotation assertion switched to angle_difference() for
  modular-safe comparison.

Verification:
- gdlint client/scripts/ client/ui/ — zero problems
- godot --headless --path client --quit — no SCRIPT ERROR
- test_client_p3: 24/24 pass
- test_ui_framework_sprint15: 54/54 pass
- test_implant_nav_stack: 52/52 pass
- test_implant_registry: 42/42 pass
- test_implant_app_lifecycle: 36/36 pass

Workstream 1 foundation (84105916) remains unchanged. Workstreams 3-8
follow: protocol layer, Option A sequencing, 3-tab restructure,
Bookmark tab, location picker, Skills stub.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-19 21:58:24 +02:00
jpmschweitzerandClaude Opus 4.6 879ef6092f fix(ui): address PR #115 review — 8 items
- Fix stale test path UILayer/HUD → InsertOverlay/HUD
- Fix D-record citation D-051 → D-049 in main.tscn
- Add null guards to hud.gd update methods (pre-_ready safety)
- Minimap: dirty-flag queue_redraw instead of per-frame
- Remove redundant _panel.size.x, debug print
- Fix DebugOverlay/GauntletHUD positioning comments

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-06 15:45:47 +02:00
jpmschweitzerandClaude Opus 4.6 283518d332 refactor(ui): convert HUD status + interaction prompt to implant (#786, #788)
HUD: merge TimeDisplay into ImplantPanel (time/health/perception in one
panel), remove dead tscn nodes, move HUD to InsertOverlay for D-051 bloom.
Interaction prompt: convert from PanelContainer+StyleBoxFlat to Control
with ImplantPanel+ImplantDataRow, fix panel height for 42px minimum.
Tests updated for new scene structure and public API.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-06 12:51:58 +02:00
jpmschweitzerandClaude Opus 4.6 2614c3c57a fix(client): build tab panel entirely in code — remove from .tscn
TabContainer and its VBoxContainer parent vanish during scene
instantiation when loaded as a child of MainMenu in Godot 4.6.
Moving the entire tab panel construction to _ready() resolves
the issue — the .tscn now only defines the preview side and footer.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 19:11:37 +01:00
jpmschweitzerandClaude Opus 4.6 a2ef1c34cb fix(client): create TabContainer children programmatically
Godot 4.6 TabContainer silently destroys children defined in .tscn
during scene instantiation ("Parent path has vanished"). Moving tab
shell creation to _ready() fixes the right-side settings panel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:41:24 +01:00
jpmschweitzerandClaude Opus 4.6 145d8fec17 refactor(client): remove archetype selection, fix Randomise→Randomize
- Remove character_select.tscn and character_select.gd entirely
  (Smuggler/Detective archetypes removed per v0.2 pivot)
- New Game goes straight to character creation
- Rename Randomise→Randomize throughout (US English convention)
- Add *.import and *.uid to client gitignore (import artifacts)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:18:47 +01:00
jpmschweitzerandClaude Opus 4.6 56e8c70081 feat(client): character creation screen with live 3D preview (#705)
Full character creation UI with 5-tab customisation panel (Body, Head,
Hair, Clothing, Accessories), live 3D compositor preview via SubViewport,
D-165 color picker modal, keyboard navigation, and game flow integration.

- CharacterCreation scene + script (~1440 lines) implementing wireframe spec
- SubViewport with Camera3D (frontal/dramatic/overhead presets per D-158)
- Cardinal rotation (Q/E) per D-155, randomise (R), Tab/Enter/Esc navigation
- Body type grid (11 types, D-159), skin tone dock (9 tones, shared state)
- Head template, hair, facial hair, eyebrow grids with DirAccess asset scanning
- Clothing slot selector with per-item Primary/Secondary/Accent tints
- Accessory slot selector with Primary/Secondary tints (Array[Color] descriptor)
- 54-swatch color picker modal (D-165) with hex input and recent colors
- Auto-derive flags for highlight, eyebrow tint, facial hair tint from hair primary
- Game flow: main_menu → archetype select → character creation → game start
- GameState.character_visual_descriptor field for gameplay consumption
- Updated accessory_tints from single Color to Array[Color] in descriptor + compositor
- 40+ GdUnit tests covering scene structure, signals, keyboard nav, color derivation

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 17:16:47 +01:00
jpmschweitzerandClaude Opus 4.6 61d454228d feat(client): character select, triangle activation consumer, news ticker
Sprint 24 Signal — three client tickets delivering the player-facing
storyteller feedback loop:

- #588: Character archetype select screen between New Game and session
  start. Two-card UI (Smuggler/Detective), keyboard+mouse, ESC cancels.
  GameState.character_archetype persisted and sent in StartupMessage.
  PROTOCOL_VERSION bumped to 19.
- #590: Triangle crisis event consumer. Decodes triangle_crisis_events
  from snapshot, fires sfx_monologue_chime_urgent once per triangle per
  session via AudioManager.CHIME_ACTIVATION.
- #592: News ticker HUD element. Scrolling marquee on UILayer, visible
  only when current_ticker is present in snapshot (Last Shift zone).
  Zero-arg update_from_state reads from GameState.current_snapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:44:05 +01:00
jpmschweitzerandClaude Sonnet 4.6 c3abf32185 feat(ui): add in-game debug console with tilde toggle and command dispatch (#581)
- debug_console.gd: new ModalLayer Control — tilde key toggles bottom-40% panel,
  command history (up/down), SimBridge dispatch for all DebugCommandKind variants:
  ticks, contaminate, tp, activate, triangle, npc, triangles, pop, status, help
- debug_console.tscn: minimal scene node; UI built programmatically in _ready()
- input_mapper.gd: DEBUG_COMMAND action added to Action enum
- sim_bridge.gd: DEBUG_COMMAND → "DebugCommand" wire mapping
- protocol.gd: v18 debug_response decode (command, text, success fields)
- game_state.gd: debug_response field + apply_snapshot one-shot handling
- main.gd: @onready ref, router registration, _consume_debug_response(), settings signal
- settings_dialog.gd: debug_console_toggled signal + CheckButton toggle row (+36px height),
  reads initial state from user://settings.cfg; CheckButton state loaded from PREFS_PATH
- main.tscn: DebugConsole node on ModalLayer, load_steps 27→28

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-04 09:50:23 +01:00
jpmschweitzerandClaude Opus 4.6 c797869503 feat(client): add save/load game flow and move debug_overlay (#257, #561)
#257: Add Load Game screen to main menu with sorted save list, loading
overlay during quickload round-trip, and pending_load_path cross-scene
flow. F5/F6 quicksave/quickload were already wired.

#561: Move debug_overlay.gd from scripts/ui/ to ui/ for consistency
with all other UI components. Update scene and test references.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:07:10 +01:00
jpmschweitzerandClaude Opus 4.6 ef135830f2 feat(client): game session management (#258, D-085)
Per-game save directories under user://saves/<timestamp>-<seed>/.
SessionManager autoload handles new_game(), resume_game(), quit flow.
Main menu scene with New Game / Continue / Quit buttons. Game-id
passed to server subprocess via --game-id flag.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 11:45:46 +01:00
jpmschweitzerandClaude Opus 4.6 eeb82535f6 feat(ui): minimap rendering with POI dots and border arrows (#151)
Circular 160px diegetic insert overlay on CanvasLayer 10. Nearby
POIs as colored dots (diamond=danger, square=evidence, circle=default),
distant POIs as directional border arrows. Player centered, fixed-north.
Moved from UILayer to InsertOverlay per D-013/D-049.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 02:29:46 +01:00
jpmschweitzerandClaude Opus 4.6 66a435e201 feat(ui): add diegetic time display on insert HUD (#263)
Time display on InsertOverlay (CanvasLayer 10) shows station local
time (HH:MM), day phase with cycle-tinted color, and day number.
Reads SimulationTime from GameState.game_time via update_from_state().
Adds Constants.format_game_time() helper for testability.
Placeholder layout — position refines when #314 wireframe lands.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 11:16:23 +01:00
jpmschweitzerandClaude Opus 4.6 1d0ba5f7d8 feat(ui): unified dialogue log with overheard NPC conversations (#535)
Refactors dialogue box into a scrolling conversation log. All dialogue
(player-NPC and overheard NPC-NPC) flows chronologically, oldest at top.
Player response options at the bottom during active conversations.

- Entries expire after configurable timeout (equal for all message types)
- Walk-away clears options but preserves log entries (fair information)
- Per-character name colors from dialogue-theme.yaml (hash-indexed palette)
- Overheard lines render at 90% opacity (D-078)
- Protocol decode for conversation_events + conversation_ended
- GameState fields for conversation_events, conversation_ended, dialogue_response
- Mock Mira/Soren NPC-NPC conversation in test snapshot
- Also wires #511 debug overlay into main.gd and main.tscn

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:10:40 +01:00
jpmschweitzerandClaude Opus 4.6 0e6cc4eef8 feat(audio): Sprint 13 — AudioManager, zone crossfade, dip profiles, murmur wiring (#528, #529, #530, #533)
AudioManager: volume slider persistence (ConfigFile), settings UI with
5 teal-bordered sliders, default_bus_layout.tres for editor. Zone
crossfade: defensive zone_id read from snapshot tiles, 1.5-2s ambient
tween, auto-activates when server ships OQ-09. Dip profiles: dialogue
dip in show/hide_dialogue, ListeningFocus 30-tick gate via
stationary_ticks in game_state.gd. NPC murmur: client plumbing for
event-driven World SFX playback, no-ops until audio asset arrives.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:19:25 +01:00
jpmschweitzerandClaude Sonnet 4.6 c6bd7c2db2 feat(client): Sprint 12 — renderer fix, sound pipeline, medium-range indicators
#345: entity_renderer.gd already used entity_id; added regression tests
  confirming old "id" field is rejected and "entity_id" is accepted.

#447 (OQ-29): DIALOGUE_MAX_WIDTH = 1920 added to constants.gd. Full
  viewport width at target resolution (60 × TILE_SIZE), per D-061 Lead
  directive "max-width". Recorded as D-076 in decisions/perception.md.

#126: SoundIndicatorRenderer — fog-edge directional arrows for medium-range
  sound events (D-018). Node2D at z:951 in World scene. Color-coded per
  D-018/D-069 (neutral/voice/danger). GameState.medium_sound_events
  partitions Medium events from snapshot sound_events field. Tests added
  to test_rendering.gd; Hoshe's test_sound_indicators.gd stubs updated.

#125: Close-range stereo audio pipeline wired. AudioManager.play_sound_event()
  maps event_type to D-038 asset key (Footstep/FootstepSprint → sfx_footstep_*).
  GameState.close_sound_events partitions Close events. main.gd calls
  _play_close_sound_events() each snapshot tick. test_audio_bus_routing.gd
  Layer 4 stubs upgraded to real tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:33:05 +01:00
jpmschweitzerandClaude Opus 4.6 eb1d89ea86 feat(client): room reset UX, insert pause wiring, auto-checklist (#502, #518, #503)
Room reset (#502): amber reset_plate tile type in TileRenderer, 0.15s
screen flash on room_reset monologue, 'Reset Room' verb via existing
nearby_interactions.

Insert pause (#518, D-058): explicit PauseSimulation on insert open,
ResumeSimulation on close. Replaces toggle-style pause with idempotent
pair per D-058.

Auto-checklist (#503): ChecklistEvaluator parses room YAML, evaluates
7 condition types against GameState with latching. ChecklistOverlay
renders progress in gauntlet mode only. 48 tests covering parser,
evaluation, latching, visibility, and integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:53:35 +01:00
jpmschweitzerandClaude Opus 4.6 bc073c891f feat(client): add gauntlet room timer + personal bests (#496)
GauntletHUD in UILayer shows TIMER: MM:SS (PB: MM:SS). Timer starts on
room entry, resets on room change, records personal bests to
user://gauntlet-stats.json. Session summary printed on disconnect.
Hidden in non-gauntlet mode (anti-tedium guard).

Adds room_id and gauntlet_mode fields to GameState, parsed from
ObserverSnapshot. Main.gd wires update_from_state() and finalize().

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 10:53:05 +01:00
jpmschweitzerandClaude Opus 4.6 2659de0c28 feat(client): add fog entity visualization and wire Sprint 7 UI (#431, #434)
Fog entity cognitive delay rendering (D-059/D-060): sonar-style sound
pings (3 concentric rings, 1.5s fade), unrecognized grey blobs with
breathing pulse, D-033 color transition at 50% recognition progress,
±0.5 tile position drift. FogEntities node at z:950 between fog
shader and InsertOverlay.

Protocol v7 bump to match server PR #23 (pending_recognitions field).
Wires dialogue box and fog entities into game loop with mock test data.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 01:19:24 +01:00
jpmschweitzerandClaude Opus 4.6 1fcf08d21f feat(client): Sprint 6 Touch — z-layer pipeline, cursor, fog, interactions, inventory, stance, radial
Three-scope z-layer rendering pipeline (D-049): world z:0-900 inside
CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal
CanvasLayer 30. Y-sort contract enforced (entities z_index=0). Reserved
ranges for VFX, airborne, lower floors documented in constants.gd.

Sprint 6 client tickets:
- #429: Cursor state machine — 4 states, 150ms transitions (D-056)
- #430: Fog shader rebuild — 5-layer fragment shader, animated noise (D-059)
- #432: Entity interaction list — vertical multi-verb, insert-styled (D-057)
- #433: World radial menu — 2 spokes, drag-release + click-click (D-058)
- #438: Inventory UI — 3x3 grid, 40x40px, 1-9 hotkeys (D-065)
- #439: Stance indicator — color-coded HUD, C/X keybinds (D-053)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:06:03 +01:00
jpmschweitzerandClaude Opus 4.6 6bebbd9933 feat(client): add interaction prompt system (#405)
Server-driven interaction prompt that displays "E - Talk" when near
an interactable NPC. Decodes v4 nearby_interactions from snapshot,
stores in GameState, renders via InteractionPrompt UI with fade
animation. Extensible interface (get_interaction_target/get_selected_verb)
for future radial verb menu (v0.2).

- Protocol: decode nearby_interactions array with nested VerbOption structs,
  entity relationship/observation fields, tick_rate in GameTime
- GameState: store/clear nearby_interactions per snapshot
- SimBridge: test mode generates v4 format with structured verbs
- InteractionPrompt: PanelContainer with fade in/out, polls GameState
- Tests: 19 new test cases covering protocol, state, sim bridge, UI, encoding
- Fixture assertions updated for v4 protocol version

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:43:37 +01:00
jpmschweitzerandClaude Opus 4.6 dcf887cb49 feat(client): add tile rendering, fog overlay, and camera smoothing
Sprint 2 rendering pipeline: tiles (#129), fog (#131), camera (#116).

- tile_renderer.gd: programmatic TileSet with floor/wall/door/object
  placeholder tiles, renders from snapshot tile data
- fog_renderer.gd: TileMapLayer overlay with three visibility states
  (visible/fog-edge/hidden), computed from visible_positions data
- Camera2D: smoothing enabled (speed 6.0), 2x zoom, locked to player
- game_state.gd: stores visible_tiles and visible_positions from snapshots
- sim_bridge.gd: test data with 8x8 room, corridor, and Manhattan
  distance visibility for development without server
- Scene render order: Tiles -> FogOverlay -> Entities
- Background clear color set to near-black for unexplored areas

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:48:02 +01:00
jpmschweitzerandClaude Opus 4.6 603c24e177 feat(client): initialize Godot 4 project boilerplate (epic #277)
Set up the complete Godot 4.6 client foundation as a pure renderer (D-020):
- project.godot with 2D rendering, autoloads, input actions
- Main scene: Game > World (TileMapLayer, Entities, FogOverlay) + Camera2D + UILayer
- Autoloads: SimBridge (connection state machine + test mode), GameState, InputMapper
- Rendering stubs: WorldRenderer, EntityRenderer, FogRenderer
- UI stubs: HUD (health/perception/time), Minimap, MonologueDisplay
- Input mapping: WASD/arrows, E (interact), Tab (perception), Esc (menu), Space (pause)
- gdUnit4 smoke tests: scene loads, autoloads registered (2/2 passing)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 16:52:27 +01:00